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Code Cleanup: (Bump(), Bumped()) -> (Collide(), CollidedWith()) (#4349)
This PR rips out the old Bump() and Bumped() procs and replaces them with Collide() and CollidedWith() respectively. Behavior should be the same, but Bump() should no longer be double-called, and no longer relies on spawns. Other changes: LAssailant is now a weakref. Some direct loc setting are now forceMove().
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@@ -105,9 +105,8 @@
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"<span class='notice'>[src] has been whittled away under your careful excavation, but there was nothing of interest inside.</span>")
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qdel(src)
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/obj/structure/boulder/Bumped(AM)
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/obj/structure/boulder/CollidedWith(AM)
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. = ..()
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if(istype(AM,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = AM
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if((istype(H.l_hand,/obj/item/weapon/pickaxe)) && (!H.hand))
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@@ -20,7 +20,8 @@
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icon_state = "gigadrill_mov"
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user << "<span class='notice'>You press a button and [src] shudders to life.</span>"
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/obj/machinery/giga_drill/Bump(atom/A)
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/obj/machinery/giga_drill/Collide(atom/A)
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. = ..()
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if(active && !drilling_turf)
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if(istype(A,/turf/simulated/mineral))
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var/turf/simulated/mineral/M = A
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@@ -84,7 +84,7 @@
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secondary_effect.process()
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if(pulledby)
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Bumped(pulledby)
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CollidedWith(pulledby)
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//if either of our effects rely on environmental factors, work that out
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var/trigger_cold = 0
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@@ -254,7 +254,7 @@
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if(secondary_effect && secondary_effect.trigger == TRIGGER_FORCE && prob(25))
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secondary_effect.ToggleActivate(0)
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/obj/machinery/artifact/Bumped(M as mob|obj)
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/obj/machinery/artifact/CollidedWith(M as mob|obj)
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..()
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if(istype(M,/obj))
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if(M:throwforce >= 10)
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@@ -223,5 +223,6 @@
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else
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STOP_PROCESSING(SSprocessing, src)
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/obj/effect/shadow_wight/Bump(var/atom/obstacle)
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/obj/effect/shadow_wight/Collide(var/atom/obstacle)
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. = ..()
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obstacle << "<span class='warning'>You feel a chill run down your spine!</span>"
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